ABSTRACT
In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.
TABLE OF CONTENTS
chapter |18 pages
Introduction: The New Rhetoric of Video Games
part |1 pages
Part I: The Context
chapter |18 pages
Socializing Gamers
chapter |14 pages
Video Games as ‘Kid’s’ Toys
chapter |15 pages
Talking Game Design
chapter |16 pages
Consoles Read Rhetorically
part |1 pages
Part II: The Texts
chapter |13 pages
GTA, Humor, and Protagonists
chapter |16 pages
EA Sports and Planned Obsolescence
chapter |15 pages
Rearticulating Rewards in WoW
chapter |13 pages
Theorycraft and Optimization
chapter |15 pages
Balance and Meritocracies
part |1 pages
Part III: Using Wordplay